3 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
4 float DPCONTENTS_SOLID = 1; // blocks player movement
5 float DPCONTENTS_BODY = 32; // blocks player movement
6 float DPCONTENTS_CORPSE = 64; // blocks player movement
7 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
10 vector p, dir, ang, q, nextdir;
11 float idx, portal_number, portal1_idx;
13 if(activeweapon != WEP_PORTO || spectatee_status || gametype == MAPINFO_TYPE_NEXBALL)
15 if(g_balance_porto_secondary)
21 if (getstati(STAT_HEALTH) <= 0)
26 if(angles_held_status)
28 makevectors(angles_held);
42 traceline(p, p + 65536 * dir, TRUE, porto);
43 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
45 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
51 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
54 ang = vectoangles2(trace_plane_normal, dir);
57 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
59 if(portal_number == 1)
62 if(portal_number >= 2)
73 if(idx-1 >= portal1_idx)
75 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL, view_origin);
79 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL, view_origin);
88 porto.classname = "porto";
89 porto.draw = Porto_Draw;
90 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
95 vector GetCurrentFov(float fov)
97 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
98 float velocityzoom, curspeed;
101 zoomsensitivity = autocvar_cl_zoomsensitivity;
102 zoomfactor = autocvar_cl_zoomfactor;
103 if(zoomfactor < 1 || zoomfactor > 16)
105 zoomspeed = autocvar_cl_zoomspeed;
107 if(zoomspeed < 0.5 || zoomspeed > 16)
110 zoomdir = button_zoom;
111 if(hud == HUD_NORMAL)
112 if((activeweapon == WEP_NEX && nex_scope) || (activeweapon == WEP_RIFLE && rifle_scope)) // do NOT use switchweapon here
113 zoomdir += button_attack2;
114 if(spectatee_status > 0 || isdemo())
116 if(spectatorbutton_zoom)
123 // fteqcc failed twice here already, don't optimize this
126 if(zoomdir) { zoomin_effect = 0; }
130 current_viewzoom = min(1, current_viewzoom + drawframetime);
132 else if(autocvar_cl_spawnzoom && zoomin_effect)
134 float spawnzoomfactor = bound(1, autocvar_cl_spawnzoom_factor, 16);
136 current_viewzoom += (autocvar_cl_spawnzoom_speed * (spawnzoomfactor - current_viewzoom) * drawframetime);
137 current_viewzoom = bound(1 / spawnzoomfactor, current_viewzoom, 1);
138 if(current_viewzoom == 1) { zoomin_effect = 0; }
142 if(zoomspeed < 0) // instant zoom
145 current_viewzoom = 1 / zoomfactor;
147 current_viewzoom = 1;
152 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
154 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
158 if(almost_equals(current_viewzoom, 1))
159 current_zoomfraction = 0;
160 else if(almost_equals(current_viewzoom, 1/zoomfactor))
161 current_zoomfraction = 1;
163 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
165 if(zoomsensitivity < 1)
166 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
168 setsensitivityscale(1);
170 makevectors(view_angles);
172 if(autocvar_cl_velocityzoom && autocvar_cl_velocityzoom_type) // _type = 0 disables velocity zoom too
176 v = csqcplayer.velocity;
178 switch(autocvar_cl_velocityzoom_type)
180 case 3: curspeed = max(0, v_forward * v); break;
181 case 2: curspeed = (v_forward * v); break;
182 case 1: default: curspeed = vlen(v); break;
185 velocityzoom = bound(0, drawframetime / max(0.000000001, autocvar_cl_velocityzoom_time), 1); // speed at which the zoom adapts to player velocity
186 avgspeed = avgspeed * (1 - velocityzoom) + (curspeed / autocvar_cl_velocityzoom_speed) * velocityzoom;
187 velocityzoom = exp(float2range11(avgspeed * -autocvar_cl_velocityzoom / 1) * 1);
189 //print(ftos(avgspeed), " avgspeed, ", ftos(curspeed), " curspeed, ", ftos(velocityzoom), " return\n"); // for debugging
194 float frustumx, frustumy, fovx, fovy;
195 frustumy = tan(fov * M_PI / 360.0) * 0.75 * current_viewzoom * velocityzoom;
196 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
197 fovx = atan2(frustumx, 1) / M_PI * 360.0;
198 fovy = atan2(frustumy, 1) / M_PI * 360.0;
200 return '1 0 0' * fovx + '0 1 0' * fovy;
203 // this function must match W_SetupShot!
204 float zoomscript_caught;
206 vector wcross_origin;
207 float wcross_scale_prev, wcross_alpha_prev;
208 vector wcross_color_prev;
209 float wcross_scale_goal_prev, wcross_alpha_goal_prev;
210 vector wcross_color_goal_prev;
211 float wcross_changedonetime;
213 string wcross_name_goal_prev, wcross_name_goal_prev_prev;
214 float wcross_resolution_goal_prev, wcross_resolution_goal_prev_prev;
215 float wcross_name_changestarttime, wcross_name_changedonetime;
216 float wcross_name_alpha_goal_prev, wcross_name_alpha_goal_prev_prev;
218 entity trueaim_rifle;
220 #define SHOTTYPE_HITTEAM 1
221 #define SHOTTYPE_HITOBSTRUCTION 2
222 #define SHOTTYPE_HITWORLD 3
223 #define SHOTTYPE_HITENEMY 4
228 trueaim.classname = "trueaim";
229 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
230 trueaim_rifle = spawn();
231 trueaim_rifle.classname = "trueaim_rifle";
232 trueaim_rifle.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_CORPSE;
235 float EnemyHitCheck()
238 wcross_origin = project_3d_to_2d(trace_endpos);
241 n = trace_ent.entnum;
243 n = trace_networkentity;
245 return SHOTTYPE_HITWORLD;
247 return SHOTTYPE_HITWORLD;
248 t = GetPlayerColor(n - 1);
251 return SHOTTYPE_HITTEAM;
252 if(t == NUM_SPECTATOR)
253 return SHOTTYPE_HITWORLD;
254 return SHOTTYPE_HITENEMY;
259 float nudge = 1; // added to traceline target and subtracted from result
260 vector vecs, trueaimpoint, w_shotorg;
268 mv = MOVE_NOMONSTERS;
272 case WEP_TUBA: // no aim
273 case WEP_PORTO: // shoots from eye
274 case WEP_HOOK: // no trueaim
275 case WEP_GRENADE_LAUNCHER: // toss curve
276 return SHOTTYPE_HITWORLD;
284 if(zoomscript_caught)
286 tracebox(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
287 return EnemyHitCheck();
290 case WEP_ROCKET_LAUNCHER: // projectile has a size!
294 case WEP_FIREBALL: // projectile has a size!
298 case WEP_SEEKER: // projectile has a size!
302 case WEP_ELECTRO: // projectile has a size!
308 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
310 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, mv, ta);
311 trueaimpoint = trace_endpos;
313 if(vlen(trueaimpoint - view_origin) < g_trueaim_minrange)
314 trueaimpoint = view_origin + view_forward * g_trueaim_minrange;
321 dv = view_right * vecs_y + view_up * vecs_z;
322 w_shotorg = view_origin + dv;
324 // now move the vecs forward as much as requested if possible
325 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, ta); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
326 w_shotorg = trace_endpos - view_forward * nudge;
328 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NORMAL, ta);
329 shottype = EnemyHitCheck();
330 if(shottype != SHOTTYPE_HITWORLD)
334 // FIXME WHY DOES THIS NOT WORK FOR THE ROCKET LAUNCHER?
335 // or rather, I know why, but see no fix
336 if(vlen(trace_endpos - trueaimpoint) > vlen(ma) + vlen(mi) + 1)
337 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
338 return SHOTTYPE_HITOBSTRUCTION;
341 return SHOTTYPE_HITWORLD;
344 void CSQC_common_hud(void);
347 void CSQC_Demo_Camera();
348 float HUD_WouldDrawScoreboard();
350 float CAMERA_FREE = 1;
351 float CAMERA_CHASE = 2;
353 string NextFrameCommand;
354 void CSQC_SPIDER_HUD();
355 void CSQC_RAPTOR_HUD();
357 vector freeze_org, freeze_ang;
358 entity nightvision_noise, nightvision_noise2;
360 #define MAX_TIME_DIFF 5
361 float pickup_crosshair_time, pickup_crosshair_size;
362 float hit_time, typehit_time;
363 float nextsound_hit_time, nextsound_typehit_time;
364 float hitindication_crosshair_time, hitindication_crosshair_size;
365 float use_nex_chargepool;
367 float myhealth, myhealth_prev;
368 float myhealth_flash;
370 float old_blurradius, old_bluralpha;
371 float old_sharpen_intensity;
373 vector myhealth_gentlergb;
375 float contentavgalpha, liquidalpha_prev;
376 vector liquidcolor_prev;
378 float eventchase_current_distance;
380 vector damage_blurpostprocess, content_blurpostprocess;
386 float cl_notice_run();
387 void CSQC_UpdateView(float w, float h)
393 vector vf_size, vf_min;
396 execute_next_frame();
400 hud = getstati(STAT_HUD);
402 if(autocvar__hud_showbinds_reload) // menu can set this one
405 binddb = db_create();
406 cvar_set("_hud_showbinds_reload", "0");
409 if(checkextension("DP_CSQC_MINFPS_QUALITY"))
410 view_quality = getproperty(VF_MINFPS_QUALITY);
414 button_attack2 = (input_buttons & BUTTON_3);
415 button_zoom = (input_buttons & BUTTON_4);
417 #define CHECKFAIL_ASSERT(flag,func,parm,val) { float checkfailv; checkfailv = (func)(parm); if(checkfailv != (val)) { if(!checkfail[(flag)]) localcmd(sprintf("\ncmd checkfail %s %s %d %d\n", #func, parm, val, checkfailv)); checkfail[(flag)] = 1; } } ENDS_WITH_CURLY_BRACE
418 CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
419 CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
420 CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
421 CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
422 CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
423 CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
424 CHECKFAIL_ASSERT(6, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
426 vf_size = getpropertyvec(VF_SIZE);
427 vf_min = getpropertyvec(VF_MIN);
428 vid_width = vf_size_x;
429 vid_height = vf_size_y;
431 vector reticle_pos = '0 0 0', reticle_size = '0 0 0';
432 vector splash_pos = '0 0 0', splash_size = '0 0 0';
434 WaypointSprite_Load();
436 CSQCPlayer_SetCamera();
438 #ifdef COMPAT_XON050_ENGINE
440 myteam = GetPlayerColor(spectatee_status - 1);
443 myteam = GetPlayerColor(player_localentnum - 1);
445 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
447 float is_dead = (getstati(STAT_HEALTH) <= 0);
449 // FIXME do we need this hack?
452 // in demos, input_buttons do not work
453 button_zoom = (autocvar__togglezoom == "-");
456 && autocvar_cl_unpress_zoom_on_death
457 && (spectatee_status >= 0)
458 && (is_dead || intermission))
460 // no zoom while dead or in intermission please
465 // event chase camera
466 if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
468 if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && is_dead) || intermission)
470 // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
471 vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
473 // We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
474 // Ideally, there should be another way to enable third person cameras, such as through setproperty()
475 // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
476 if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
478 // make the camera smooth back
479 if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
480 eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
481 else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
482 eventchase_current_distance = autocvar_cl_eventchase_distance;
484 makevectors(view_angles);
486 vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
487 WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
489 // If the boxtrace fails, revert back to line tracing.
492 eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
493 WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
494 setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
496 else { setproperty(VF_ORIGIN, trace_endpos); }
498 setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
500 else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
502 cvar_set("chase_active", "0");
503 eventchase_current_distance = 0; // start from 0 next time
506 // workaround for camera stuck between player's legs when using chase_active 1
507 // because the engine stops updating the chase_active camera when the game ends
508 else if(intermission)
510 cvar_settemp("chase_active", "-1");
511 eventchase_current_distance = 0;
514 // do lockview after event chase camera so that it still applies whenever necessary.
515 if(autocvar_cl_lockview || (!autocvar_hud_cursormode && (autocvar__hud_configure && spectatee_status <= 0 || intermission > 1)))
517 setproperty(VF_ORIGIN, freeze_org);
518 setproperty(VF_ANGLES, freeze_ang);
522 freeze_org = getpropertyvec(VF_ORIGIN);
523 freeze_ang = getpropertyvec(VF_ANGLES);
527 //WarpZone_FixPMove();
530 view_origin = getpropertyvec(VF_ORIGIN);
531 view_angles = getpropertyvec(VF_ANGLES);
532 makevectors(view_angles);
533 view_forward = v_forward;
534 view_right = v_right;
538 if(time > blurtest_time0 && time < blurtest_time1)
542 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
543 r = t * blurtest_radius;
544 f = 1 / pow(t, blurtest_power) - 1;
546 cvar_set("r_glsl_postprocess", "1");
547 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
551 cvar_set("r_glsl_postprocess", "0");
552 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
556 TargetMusic_Advance();
560 drawframetime = 0.01666667; // when we don't know fps yet, we assume 60fps
562 drawframetime = bound(0.000001, time - drawtime, 1);
565 // watch for gametype changes here...
566 // in ParseStuffCMD the cmd isn't executed yet :/
567 // might even be better to add the gametype to TE_CSQC_INIT...?
571 if(intermission && !isdemo() && !(calledhooks & HOOK_END))
573 if(calledhooks & HOOK_START)
575 localcmd("\ncl_hook_gameend\n");
576 calledhooks |= HOOK_END;
585 if(!zoomscript_caught)
587 localcmd("+button9\n");
588 zoomscript_caught = 1;
593 if(zoomscript_caught)
595 localcmd("-button9\n");
596 zoomscript_caught = 0;
600 ColorTranslateMode = autocvar_cl_stripcolorcodes;
602 // next WANTED weapon (for HUD)
603 switchweapon = getstati(STAT_SWITCHWEAPON);
605 // currently switching-to weapon (for crosshair)
606 switchingweapon = getstati(STAT_SWITCHINGWEAPON);
608 // actually active weapon (for zoom)
609 activeweapon = getstati(STAT_ACTIVEWEAPON);
611 f = (serverflags & SERVERFLAG_TEAMPLAY);
618 if(last_switchweapon != switchweapon)
621 last_switchweapon = switchweapon;
622 if(button_zoom && autocvar_cl_unpress_zoom_on_weapon_switch)
627 if(autocvar_cl_unpress_attack_on_weapon_switch)
630 localcmd("-fire2\n");
631 button_attack2 = FALSE;
634 if(last_activeweapon != activeweapon)
636 last_activeweapon = activeweapon;
638 e = get_weaponinfo(activeweapon);
640 localcmd(strcat("\ncl_hook_activeweapon ", e.netname), "\n");
642 localcmd("\ncl_hook_activeweapon none\n");
645 // ALWAYS Clear Current Scene First
647 #ifdef WORKAROUND_XON010
648 if(checkextension("DP_CSQC_ROTATEMOVES"))
651 setproperty(VF_ORIGIN, view_origin);
652 setproperty(VF_ANGLES, view_angles);
653 #ifdef WORKAROUND_XON010
657 // FIXME engine bug? VF_SIZE and VF_MIN are not restored to sensible values by this
658 setproperty(VF_SIZE, vf_size);
659 setproperty(VF_MIN, vf_min);
661 // Assign Standard Viewflags
662 // Draw the World (and sky)
663 setproperty(VF_DRAWWORLD, 1);
665 // Set the console size vars
666 vid_conwidth = autocvar_vid_conwidth;
667 vid_conheight = autocvar_vid_conheight;
668 vid_pixelheight = autocvar_vid_pixelheight;
670 setproperty(VF_FOV, GetCurrentFov(fov));
672 // Camera for demo playback
675 if(autocvar_camera_enable)
679 cvar_set("chase_active", ftos(chase_active_backup));
680 cvar_set("cl_demo_mousegrab", "0");
681 camera_active = FALSE;
685 else if(autocvar_camera_enable)
687 else if(autocvar_camera_enable && isdemo())
690 // Enable required Darkplaces cvars
691 chase_active_backup = autocvar_chase_active;
692 cvar_set("chase_active", "2");
693 cvar_set("cl_demo_mousegrab", "1");
694 camera_active = TRUE;
698 // Draw the Crosshair
699 setproperty(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
701 // Draw the Engine Status Bar (the default Quake HUD)
702 setproperty(VF_DRAWENGINESBAR, 0);
704 // Update the mouse position
706 mousepos_x = vid_conwidth;
707 mousepos_y = vid_conheight;
708 mousepos = mousepos*0.5 + getmousepos();
712 for(self = world; (self = nextent(self)); )
717 addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
720 // now switch to 2D drawing mode by calling a 2D drawing function
721 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
722 // next R_RenderScene call
723 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
725 if(autocvar_r_fakelight >= 2 || autocvar_r_fullbright)
726 if not(serverflags & SERVERFLAG_ALLOW_FULLBRIGHT)
728 // apply night vision effect
729 vector tc_00, tc_01, tc_10, tc_11;
731 rgb_x = 0; // fteqcc sucks
732 rgb_y = 0; // fteqcc sucks
733 rgb_z = 0; // fteqcc sucks
735 if(!nightvision_noise)
737 nightvision_noise = spawn();
738 nightvision_noise.classname = "nightvision_noise";
740 if(!nightvision_noise2)
742 nightvision_noise2 = spawn();
743 nightvision_noise2.classname = "nightvision_noise2";
746 // color tint in yellow
747 drawfill('0 0 0', autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', '0.5 1 0.3', 1, DRAWFLAG_MODULATE);
750 a = Noise_Pink(nightvision_noise, frametime * 1.5) * 0.05 + 0.15;
752 tc_00 = '0 0 0' + '0.2 0 0' * sin(time * 0.3) + '0 0.3 0' * cos(time * 0.7);
753 tc_01 = '0 2.25 0' + '0.6 0 0' * cos(time * 1.2) - '0 0.3 0' * sin(time * 2.2);
754 tc_10 = '1.5 0 0' - '0.2 0 0' * sin(time * 0.5) + '0 0.5 0' * cos(time * 1.7);
755 //tc_11 = '1 1 0' + '0.6 0 0' * sin(time * 0.6) + '0 0.3 0' * cos(time * 0.1);
756 tc_11 = tc_01 + tc_10 - tc_00;
757 R_BeginPolygon("gfx/nightvision-bg.tga", DRAWFLAG_ADDITIVE);
758 R_PolygonVertex('0 0 0', tc_00, rgb, a);
759 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
760 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
761 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
765 a = Noise_Pink(nightvision_noise2, frametime * 0.1) * 0.05 + 0.12;
766 rgb = '0.3 0.6 0.4' + '0.1 0.4 0.2' * Noise_White(nightvision_noise2, frametime);
767 tc_00 = '0 0 0' + '1 0 0' * Noise_White(nightvision_noise2, frametime) + '0 1 0' * Noise_White(nightvision_noise2, frametime);
768 tc_01 = tc_00 + '0 3 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.2);
769 tc_10 = tc_00 + '2 0 0' * (1 + Noise_White(nightvision_noise2, frametime) * 0.3);
770 tc_11 = tc_01 + tc_10 - tc_00;
771 R_BeginPolygon("gfx/nightvision-fg.tga", DRAWFLAG_ADDITIVE);
772 R_PolygonVertex('0 0 0', tc_00, rgb, a);
773 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0', tc_10, rgb, a);
774 R_PolygonVertex(autocvar_vid_conwidth * '1 0 0' + autocvar_vid_conheight * '0 1 0', tc_11, rgb, a);
775 R_PolygonVertex(autocvar_vid_conheight * '0 1 0', tc_01, rgb, a);
779 // Draw the aiming reticle for weapons that use it
780 // reticle_type is changed to the item we are zooming / aiming with, to decide which reticle to use
781 // It must be a persisted float for fading out to work properly (you let go of the zoom button for
782 // the view to go back to normal, so reticle_type would become 0 as we fade out)
783 if(spectatee_status || is_dead || hud != HUD_NORMAL)
784 reticle_type = 0; // prevent reticle from showing during the respawn zoom effect or for spectators
785 else if(activeweapon == WEP_NEX && (button_zoom || zoomscript_caught) || activeweapon == WEP_RIFLE && (button_zoom || zoomscript_caught) || activeweapon == WEP_MINSTANEX && (button_zoom || zoomscript_caught))
786 reticle_type = 2; // nex zoom
787 else if(button_zoom || zoomscript_caught)
788 reticle_type = 1; // normal zoom
789 else if(activeweapon == WEP_NEX && button_attack2 || activeweapon == WEP_RIFLE && button_attack2)
790 reticle_type = 2; // nex zoom
792 if(reticle_type && autocvar_cl_reticle)
794 if(autocvar_cl_reticle_stretch)
796 reticle_size_x = vid_conwidth;
797 reticle_size_y = vid_conheight;
803 reticle_size_x = max(vid_conwidth, vid_conheight);
804 reticle_size_y = max(vid_conwidth, vid_conheight);
805 reticle_pos_x = (vid_conwidth - reticle_size_x) / 2;
806 reticle_pos_y = (vid_conheight - reticle_size_y) / 2;
809 f = current_zoomfraction;
810 if(zoomscript_caught)
812 if(autocvar_cl_reticle_item_normal)
814 if(reticle_type == 1 && f)
815 drawpic(reticle_pos, "gfx/reticle_normal", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_normal, DRAWFLAG_NORMAL);
817 if(autocvar_cl_reticle_item_nex)
819 if(reticle_type == 2 && f)
820 drawpic(reticle_pos, "gfx/reticle_nex", reticle_size, '1 1 1', f * autocvar_cl_reticle_item_nex, DRAWFLAG_NORMAL);
825 // improved polyblend
826 if(autocvar_hud_contents)
828 float contentalpha_temp, incontent, liquidalpha, contentfadetime;
831 switch(pointcontents(view_origin))
834 liquidalpha = autocvar_hud_contents_water_alpha;
835 liquidcolor = stov(autocvar_hud_contents_water_color);
840 liquidalpha = autocvar_hud_contents_lava_alpha;
841 liquidcolor = stov(autocvar_hud_contents_lava_color);
846 liquidalpha = autocvar_hud_contents_slime_alpha;
847 liquidcolor = stov(autocvar_hud_contents_slime_color);
853 liquidcolor = '0 0 0';
858 if(incontent) // fade in/out at different speeds so you can do e.g. instant fade when entering water and slow when leaving it.
859 { // also lets delcare previous values for blending properties, this way it isn't reset until after you have entered a different content
860 contentfadetime = autocvar_hud_contents_fadeintime;
861 liquidalpha_prev = liquidalpha;
862 liquidcolor_prev = liquidcolor;
865 contentfadetime = autocvar_hud_contents_fadeouttime;
867 contentalpha_temp = bound(0, drawframetime / max(0.0001, contentfadetime), 1);
868 contentavgalpha = contentavgalpha * (1 - contentalpha_temp) + incontent * contentalpha_temp;
871 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
873 if(autocvar_hud_postprocessing)
875 if(autocvar_hud_contents_blur && contentavgalpha)
877 content_blurpostprocess_x = 1;
878 content_blurpostprocess_y = contentavgalpha * autocvar_hud_contents_blur;
879 content_blurpostprocess_z = contentavgalpha * autocvar_hud_contents_blur_alpha;
883 content_blurpostprocess_x = 0;
884 content_blurpostprocess_y = 0;
885 content_blurpostprocess_z = 0;
890 if(autocvar_hud_damage)
892 splash_size_x = max(vid_conwidth, vid_conheight);
893 splash_size_y = max(vid_conwidth, vid_conheight);
894 splash_pos_x = (vid_conwidth - splash_size_x) / 2;
895 splash_pos_y = (vid_conheight - splash_size_y) / 2;
897 float myhealth_flash_temp;
898 myhealth = getstati(STAT_HEALTH);
901 myhealth_flash = max(0, myhealth_flash - autocvar_hud_damage_fade_rate * frametime);
903 myhealth_flash = bound(0, myhealth_flash + dmg_take * autocvar_hud_damage_factor, autocvar_hud_damage_maxalpha);
905 float pain_threshold, pain_threshold_lower, pain_threshold_lower_health;
906 pain_threshold = autocvar_hud_damage_pain_threshold;
907 pain_threshold_lower = autocvar_hud_damage_pain_threshold_lower;
908 pain_threshold_lower_health = autocvar_hud_damage_pain_threshold_lower_health;
910 if(pain_threshold_lower && myhealth < pain_threshold_lower_health)
912 pain_threshold = pain_threshold - max(autocvar_hud_damage_pain_threshold_pulsating_min, fabs(sin(M_PI * time / autocvar_hud_damage_pain_threshold_pulsating_period))) * pain_threshold_lower * (1 - max(0, myhealth)/pain_threshold_lower_health);
915 myhealth_flash_temp = bound(0, myhealth_flash - pain_threshold, 1);
917 if(myhealth_prev < 1)
921 myhealth_flash = 0; // just spawned, clear the flash immediately
922 myhealth_flash_temp = 0;
926 myhealth_flash += autocvar_hud_damage_fade_rate * frametime; // dead
930 if(spectatee_status == -1 || intermission)
932 myhealth_flash = 0; // observing, or match ended
933 myhealth_flash_temp = 0;
936 myhealth_prev = myhealth;
938 // IDEA: change damage color/picture based on player model for robot/alien species?
939 // pro: matches model better
940 // contra: it's not red because blood is red, but because red is an alarming color, so red should stay
941 // maybe different reddish pics?
942 if(autocvar_cl_gentle_damage || autocvar_cl_gentle)
944 if(autocvar_cl_gentle_damage == 2)
946 if(myhealth_flash < pain_threshold) // only randomize when the flash is gone
948 myhealth_gentlergb = eX * random() + eY * random() + eZ * random();
952 myhealth_gentlergb = stov(autocvar_hud_damage_gentle_color);
954 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, myhealth_gentlergb, autocvar_hud_damage_gentle_alpha_multiplier * bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
957 drawpic(splash_pos, "gfx/blood", splash_size, stov(autocvar_hud_damage_color), bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage, DRAWFLAG_NORMAL);
959 if(autocvar_hud_postprocessing) // we still need to set this anyway even when chase_active is set, this way it doesn't get stuck on.
961 if(autocvar_hud_damage_blur && myhealth_flash_temp)
963 damage_blurpostprocess_x = 1;
964 damage_blurpostprocess_y = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur;
965 damage_blurpostprocess_z = bound(0, myhealth_flash_temp, 1) * autocvar_hud_damage_blur_alpha;
969 damage_blurpostprocess_x = 0;
970 damage_blurpostprocess_y = 0;
971 damage_blurpostprocess_z = 0;
976 float e1 = (autocvar_hud_postprocessing_maxbluralpha != 0);
977 float e2 = (autocvar_hud_powerup != 0);
978 if(autocvar_hud_postprocessing && (e1 || e2)) // TODO: Remove this code and re-do the postprocess handling in the engine, where it properly belongs.
980 // enable or disable rendering types if they are used or not
981 if(cvar("r_glsl_postprocess_uservec1_enable") != e1) { cvar_set("r_glsl_postprocess_uservec1_enable", ftos(e1)); }
982 if(cvar("r_glsl_postprocess_uservec2_enable") != e2) { cvar_set("r_glsl_postprocess_uservec2_enable", ftos(e2)); }
984 // blur postprocess handling done first (used by hud_damage and hud_contents)
985 if((damage_blurpostprocess_x || content_blurpostprocess_x))
987 float blurradius = bound(0, damage_blurpostprocess_y + content_blurpostprocess_y, autocvar_hud_postprocessing_maxblurradius);
988 float bluralpha = bound(0, damage_blurpostprocess_z + content_blurpostprocess_z, autocvar_hud_postprocessing_maxbluralpha);
989 if(blurradius != old_blurradius || bluralpha != old_bluralpha) // reduce cvar_set spam as much as possible
991 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(blurradius), " ", ftos(bluralpha), " 0 0"));
992 old_blurradius = blurradius;
993 old_bluralpha = bluralpha;
996 else if(cvar_string("r_glsl_postprocess_uservec1") != "0 0 0 0") // reduce cvar_set spam as much as possible
998 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
1003 // edge detection postprocess handling done second (used by hud_powerup)
1004 float sharpen_intensity = 0, strength_finished = getstatf(STAT_STRENGTH_FINISHED), invincible_finished = getstatf(STAT_INVINCIBLE_FINISHED);
1005 if (strength_finished - time > 0) { sharpen_intensity += (strength_finished - time); }
1006 if (invincible_finished - time > 0) { sharpen_intensity += (invincible_finished - time); }
1008 sharpen_intensity = bound(0, ((getstati(STAT_HEALTH) > 0) ? sharpen_intensity : 0), 5); // Check to see if player is alive (if not, set 0) - also bound to fade out starting at 5 seconds.
1010 if(autocvar_hud_powerup && sharpen_intensity > 0)
1012 if(sharpen_intensity != old_sharpen_intensity) // reduce cvar_set spam as much as possible
1014 cvar_set("r_glsl_postprocess_uservec2", strcat(ftos((sharpen_intensity / 5) * autocvar_hud_powerup), " ", ftos(-sharpen_intensity * autocvar_hud_powerup), " 0 0"));
1015 old_sharpen_intensity = sharpen_intensity;
1018 else if(cvar_string("r_glsl_postprocess_uservec2") != "0 0 0 0") // reduce cvar_set spam as much as possible
1020 cvar_set("r_glsl_postprocess_uservec2", "0 0 0 0");
1021 old_sharpen_intensity = 0;
1024 if(cvar("r_glsl_postprocess") == 0)
1025 cvar_set("r_glsl_postprocess", "2");
1027 else if(cvar("r_glsl_postprocess") == 2)
1028 cvar_set("r_glsl_postprocess", "0");
1033 /*if(gametype == MAPINFO_TYPE_CTF)
1040 for(self = world; (self = nextent(self)); )
1044 Draw_ShowNames_All();
1046 scoreboard_active = HUD_WouldDrawScoreboard();
1048 hit_time = getstatf(STAT_HIT_TIME);
1049 if(hit_time > nextsound_hit_time && autocvar_cl_hitsound)
1051 if(time - hit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1052 sound(world, CH_INFO, "misc/hit.wav", VOL_BASE, ATTN_NONE);
1054 nextsound_hit_time = time + autocvar_cl_hitsound_antispam_time;
1056 typehit_time = getstatf(STAT_TYPEHIT_TIME);
1057 if(typehit_time > nextsound_typehit_time)
1059 if(time - typehit_time < MAX_TIME_DIFF) // don't play the sound if it's too old.
1060 sound(world, CH_INFO, "misc/typehit.wav", VOL_BASE, ATTN_NONE);
1062 nextsound_typehit_time = time + autocvar_cl_hitsound_antispam_time;
1067 if(gametype == MAPINFO_TYPE_FREEZETAG)
1069 if(getstati(STAT_FROZEN))
1070 drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1071 if(getstatf(STAT_REVIVE_PROGRESS))
1073 DrawCircleClippedPic(eX * 0.5 * vid_conwidth + eY * 0.6 * vid_conheight, 0.1 * vid_conheight, "gfx/crosshair_ring.tga", getstatf(STAT_REVIVE_PROGRESS), '0.25 0.90 1', autocvar_hud_colorflash_alpha, DRAWFLAG_ADDITIVE);
1074 drawstring_aspect(eY * 0.64 * vid_conheight, "Revival progress", eX * vid_conwidth + eY * 0.025 * vid_conheight, '1 1 1', 1, DRAWFLAG_NORMAL);
1078 if(autocvar_r_letterbox == 0)
1079 if(autocvar_viewsize < 120)
1082 // crosshair goes VERY LAST
1083 if(!scoreboard_active && !camera_active && intermission != 2 && spectatee_status != -1 && hud == HUD_NORMAL)
1085 if not(autocvar_crosshair_enabled) // main toggle for crosshair rendering
1088 string wcross_style;
1089 float wcross_alpha, wcross_resolution;
1090 wcross_style = autocvar_crosshair;
1091 if (wcross_style == "0")
1093 wcross_resolution = autocvar_crosshair_size;
1094 if (wcross_resolution == 0)
1096 wcross_alpha = autocvar_crosshair_alpha;
1097 if (wcross_alpha == 0)
1103 // wcross_origin = '0.5 0 0' * vid_conwidth + '0 0.5 0' * vid_conheight;
1104 wcross_origin = project_3d_to_2d(view_origin + MAX_SHOT_DISTANCE * view_forward);
1105 wcross_origin_z = 0;
1106 if(autocvar_crosshair_hittest)
1108 vector wcross_oldorigin;
1109 wcross_oldorigin = wcross_origin;
1110 shottype = TrueAimCheck();
1111 if(shottype == SHOTTYPE_HITWORLD)
1113 v = wcross_origin - wcross_oldorigin;
1114 v_x /= vid_conwidth;
1115 v_y /= vid_conheight;
1117 shottype = SHOTTYPE_HITOBSTRUCTION;
1119 if(!autocvar_crosshair_hittest_showimpact)
1120 wcross_origin = wcross_oldorigin;
1123 shottype = SHOTTYPE_HITWORLD;
1125 vector wcross_color = '0 0 0', wcross_size = '0 0 0';
1126 string wcross_wep = "", wcross_name;
1127 float wcross_scale, wcross_blur;
1129 if (autocvar_crosshair_per_weapon || autocvar_crosshair_color_per_weapon) {
1130 e = get_weaponinfo(switchingweapon);
1131 if (e && e.netname != "")
1133 wcross_wep = e.netname;
1134 if(autocvar_crosshair_per_weapon)
1136 wcross_resolution *= cvar(strcat("crosshair_", wcross_wep, "_size"));
1137 if (wcross_resolution == 0)
1139 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_alpha"));
1140 if (wcross_alpha == 0)
1143 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
1144 if(wcross_style == "" || wcross_style == "0")
1145 wcross_style = wcross_wep;
1149 if(wcross_wep != "" && autocvar_crosshair_color_per_weapon)
1150 wcross_color = stov(cvar_string(strcat("crosshair_", wcross_wep, "_color")));
1151 else if(autocvar_crosshair_color_by_health)
1153 float x = getstati(STAT_HEALTH);
1168 wcross_color_x = 0.4 - (x-150)*0.02 * 0.4;
1169 wcross_color_y = 0.9 + (x-150)*0.02 * 0.1;
1173 wcross_color_x = 1 - (x-100)*0.02 * 0.6;
1174 wcross_color_y = 1 - (x-100)*0.02 * 0.1;
1175 wcross_color_z = 1 - (x-100)*0.02;
1181 wcross_color_z = 0.2 + (x-50)*0.02 * 0.8;
1186 wcross_color_y = (x-20)*90/27/100;
1187 wcross_color_z = (x-20)*90/27/100 * 0.2;
1196 wcross_color = stov(autocvar_crosshair_color);
1198 wcross_name = strcat("gfx/crosshair", wcross_style);
1200 if(autocvar_crosshair_effect_scalefade)
1202 wcross_scale = wcross_resolution;
1203 wcross_resolution = 1;
1210 if(autocvar_crosshair_pickup)
1212 float stat_pickup_time = getstatf(STAT_LAST_PICKUP);
1214 if(pickup_crosshair_time < stat_pickup_time)
1216 if(time - stat_pickup_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1217 pickup_crosshair_size = 1;
1219 pickup_crosshair_time = stat_pickup_time;
1222 if(pickup_crosshair_size > 0)
1223 pickup_crosshair_size -= autocvar_crosshair_pickup_speed * frametime;
1225 pickup_crosshair_size = 0;
1227 wcross_scale += sin(pickup_crosshair_size) * autocvar_crosshair_pickup;
1230 if(autocvar_crosshair_hitindication)
1232 vector hitindication_color = ((autocvar_crosshair_color_per_weapon) ? stov(autocvar_crosshair_hitindication_per_weapon_color) : stov(autocvar_crosshair_hitindication_color));
1234 if(hitindication_crosshair_time < hit_time)
1236 if(time - hit_time < MAX_TIME_DIFF) // don't trigger the animation if it's too old
1237 hitindication_crosshair_size = 1;
1239 hitindication_crosshair_time = hit_time;
1242 if(hitindication_crosshair_size > 0)
1243 hitindication_crosshair_size -= autocvar_crosshair_hitindication_speed * frametime;
1245 hitindication_crosshair_size = 0;
1247 wcross_scale += sin(hitindication_crosshair_size) * autocvar_crosshair_hitindication;
1248 wcross_color_x += sin(hitindication_crosshair_size) * hitindication_color_x;
1249 wcross_color_y += sin(hitindication_crosshair_size) * hitindication_color_y;
1250 wcross_color_z += sin(hitindication_crosshair_size) * hitindication_color_z;
1253 if(shottype == SHOTTYPE_HITENEMY)
1254 wcross_scale *= autocvar_crosshair_hittest; // is not queried if hittest is 0
1255 if(shottype == SHOTTYPE_HITTEAM)
1256 wcross_scale /= autocvar_crosshair_hittest; // is not queried if hittest is 0
1258 f = autocvar_crosshair_effect_speed;
1260 f *= -2 * g_weaponswitchdelay; // anim starts when weapon has been lowered and new weapon comes up
1261 if(wcross_scale != wcross_scale_goal_prev || wcross_alpha != wcross_alpha_goal_prev || wcross_color != wcross_color_goal_prev)
1263 wcross_changedonetime = time + f;
1265 if(wcross_name != wcross_name_goal_prev || wcross_resolution != wcross_resolution_goal_prev)
1267 wcross_name_changestarttime = time;
1268 wcross_name_changedonetime = time + f;
1269 if(wcross_name_goal_prev_prev)
1270 strunzone(wcross_name_goal_prev_prev);
1271 wcross_name_goal_prev_prev = wcross_name_goal_prev;
1272 wcross_name_goal_prev = strzone(wcross_name);
1273 wcross_name_alpha_goal_prev_prev = wcross_name_alpha_goal_prev;
1274 wcross_resolution_goal_prev_prev = wcross_resolution_goal_prev;
1275 wcross_resolution_goal_prev = wcross_resolution;
1278 wcross_scale_goal_prev = wcross_scale;
1279 wcross_alpha_goal_prev = wcross_alpha;
1280 wcross_color_goal_prev = wcross_color;
1282 if(shottype == SHOTTYPE_HITTEAM || (shottype == SHOTTYPE_HITOBSTRUCTION && autocvar_crosshair_hittest_blur && !autocvar_chase_active))
1285 wcross_alpha *= 0.75;
1289 // *_prev is at time-frametime
1290 // * is at wcross_changedonetime+f
1291 // what do we have at time?
1292 if(time < wcross_changedonetime)
1294 f = frametime / (wcross_changedonetime - time + frametime);
1295 wcross_scale = f * wcross_scale + (1 - f) * wcross_scale_prev;
1296 wcross_alpha = f * wcross_alpha + (1 - f) * wcross_alpha_prev;
1297 wcross_color = f * wcross_color + (1 - f) * wcross_color_prev;
1300 wcross_scale_prev = wcross_scale;
1301 wcross_alpha_prev = wcross_alpha;
1302 wcross_color_prev = wcross_color;
1304 wcross_scale *= 1 - autocvar__menu_alpha;
1305 wcross_alpha *= 1 - autocvar__menu_alpha;
1306 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1308 if(wcross_scale >= 0.001 && wcross_alpha >= 0.001)
1310 // crosshair rings for weapon stats
1311 if (autocvar_crosshair_ring || autocvar_crosshair_ring_reload)
1313 // declarations and stats
1314 float ring_value = 0, ring_scale = 0, ring_alpha = 0, ring_inner_value = 0, ring_inner_alpha = 0;
1315 string ring_image = string_null, ring_inner_image = string_null;
1316 vector ring_rgb = '0 0 0', ring_inner_rgb = '0 0 0';
1318 ring_scale = autocvar_crosshair_ring_size;
1320 float weapon_clipload, weapon_clipsize;
1321 weapon_clipload = getstati(STAT_WEAPON_CLIPLOAD);
1322 weapon_clipsize = getstati(STAT_WEAPON_CLIPSIZE);
1324 float nex_charge, nex_chargepool;
1325 nex_charge = getstatf(STAT_NEX_CHARGE);
1326 nex_chargepool = getstatf(STAT_NEX_CHARGEPOOL);
1328 if(nex_charge_movingavg == 0) // this should only happen if we have just loaded up the game
1329 nex_charge_movingavg = nex_charge;
1332 // handle the values
1333 if (autocvar_crosshair_ring && activeweapon == WEP_NEX && nex_charge && autocvar_crosshair_ring_nex) // ring around crosshair representing velocity-dependent damage for the nex
1335 if (nex_chargepool || use_nex_chargepool) {
1336 use_nex_chargepool = 1;
1337 ring_inner_value = nex_chargepool;
1339 nex_charge_movingavg = (1 - autocvar_crosshair_ring_nex_currentcharge_movingavg_rate) * nex_charge_movingavg + autocvar_crosshair_ring_nex_currentcharge_movingavg_rate * nex_charge;
1340 ring_inner_value = bound(0, autocvar_crosshair_ring_nex_currentcharge_scale * (nex_charge - nex_charge_movingavg), 1);
1343 ring_inner_alpha = autocvar_crosshair_ring_nex_inner_alpha;
1344 ring_inner_rgb = eX * autocvar_crosshair_ring_nex_inner_color_red + eY * autocvar_crosshair_ring_nex_inner_color_green + eZ * autocvar_crosshair_ring_nex_inner_color_blue;
1345 ring_inner_image = "gfx/crosshair_ring_inner.tga";
1347 // draw the outer ring to show the current charge of the weapon
1348 ring_value = nex_charge;
1349 ring_alpha = autocvar_crosshair_ring_nex_alpha;
1350 ring_rgb = wcross_color;
1351 ring_image = "gfx/crosshair_ring_nexgun.tga";
1353 else if (autocvar_crosshair_ring && activeweapon == WEP_MINE_LAYER && minelayer_maxmines && autocvar_crosshair_ring_minelayer)
1355 ring_value = bound(0, getstati(STAT_LAYED_MINES) / minelayer_maxmines, 1); // if you later need to use the count of bullets in another place, then add a float for it. For now, no need to.
1356 ring_alpha = autocvar_crosshair_ring_minelayer_alpha;
1357 ring_rgb = wcross_color;
1358 ring_image = "gfx/crosshair_ring.tga";
1360 else if (activeweapon == WEP_HAGAR && getstati(STAT_HAGAR_LOAD) && autocvar_crosshair_ring_hagar)
1362 ring_value = bound(0, getstati(STAT_HAGAR_LOAD) / hagar_maxrockets, 1);
1363 ring_alpha = autocvar_crosshair_ring_hagar_alpha;
1364 ring_rgb = wcross_color;
1365 ring_image = "gfx/crosshair_ring.tga";
1368 if(autocvar_crosshair_ring_reload && weapon_clipsize) // forces there to be only an ammo ring
1370 ring_value = bound(0, weapon_clipload / weapon_clipsize, 1);
1371 ring_scale = autocvar_crosshair_ring_reload_size;
1372 ring_alpha = autocvar_crosshair_ring_reload_alpha;
1373 ring_rgb = wcross_color;
1375 // Note: This is to stop Taoki from complaining that the image doesn't match all potential balances.
1376 // if a new image for another weapon is added, add the code (and its respective file/value) here
1377 if ((activeweapon == WEP_RIFLE) && (weapon_clipsize == 80))
1378 ring_image = "gfx/crosshair_ring_rifle.tga";
1380 ring_image = "gfx/crosshair_ring.tga";
1383 // if in weapon switch animation, fade ring out/in
1384 if(g_weaponswitchdelay > 0)
1386 f = (time - wcross_name_changestarttime) / g_weaponswitchdelay;
1388 ring_alpha *= fabs(1 - f);
1391 if (autocvar_crosshair_ring_inner && ring_inner_value) // lets draw a ring inside a ring so you can ring while you ring
1392 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_inner_image, ring_inner_value, ring_inner_rgb, wcross_alpha * ring_inner_alpha, DRAWFLAG_ADDITIVE);
1395 DrawCircleClippedPic(wcross_origin, wcross_size_x * ring_scale, ring_image, ring_value, ring_rgb, wcross_alpha * ring_alpha, DRAWFLAG_ADDITIVE);
1398 #define CROSSHAIR_DO_BLUR(M,sz,wcross_name,wcross_alpha) \
1401 if(wcross_blur > 0) \
1403 for(i = -2; i <= 2; ++i) \
1404 for(j = -2; j <= 2; ++j) \
1405 M(i,j,sz,wcross_name,wcross_alpha*0.04); \
1409 M(0,0,sz,wcross_name,wcross_alpha); \
1414 #define CROSSHAIR_DRAW_SINGLE(i,j,sz,wcross_name,wcross_alpha) \
1415 drawpic(wcross_origin - ('0.5 0 0' * (sz * wcross_size_x + i * wcross_blur) + '0 0.5 0' * (sz * wcross_size_y + j * wcross_blur)), wcross_name, sz * wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL)
1417 #define CROSSHAIR_DRAW(sz,wcross_name,wcross_alpha) \
1418 CROSSHAIR_DO_BLUR(CROSSHAIR_DRAW_SINGLE,sz,wcross_name,wcross_alpha)
1420 if(time < wcross_name_changedonetime && wcross_name != wcross_name_goal_prev_prev && wcross_name_goal_prev_prev)
1422 f = (wcross_name_changedonetime - time) / (wcross_name_changedonetime - wcross_name_changestarttime);
1423 wcross_size = draw_getimagesize(wcross_name_goal_prev_prev) * wcross_scale;
1424 CROSSHAIR_DRAW(wcross_resolution_goal_prev_prev, wcross_name_goal_prev_prev, wcross_alpha * f * wcross_name_alpha_goal_prev_prev);
1431 wcross_name_alpha_goal_prev = f;
1433 wcross_size = draw_getimagesize(wcross_name) * wcross_scale;
1434 CROSSHAIR_DRAW(wcross_resolution, wcross_name, wcross_alpha * f);
1436 if(autocvar_crosshair_dot)
1438 vector wcross_color_old;
1439 wcross_color_old = wcross_color;
1441 if((autocvar_crosshair_dot_color_custom) && (autocvar_crosshair_dot_color != "0"))
1442 wcross_color = stov(autocvar_crosshair_dot_color);
1444 CROSSHAIR_DRAW(wcross_resolution * autocvar_crosshair_dot_size, "gfx/crosshairdot.tga", f * autocvar_crosshair_dot_alpha);
1445 // FIXME why don't we use wcross_alpha here?cl_notice_run();
1446 wcross_color = wcross_color_old;
1452 wcross_scale_prev = 0;
1453 wcross_alpha_prev = 0;
1454 wcross_scale_goal_prev = 0;
1455 wcross_alpha_goal_prev = 0;
1456 wcross_changedonetime = 0;
1457 if(wcross_name_goal_prev)
1458 strunzone(wcross_name_goal_prev);
1459 wcross_name_goal_prev = string_null;
1460 if(wcross_name_goal_prev_prev)
1461 strunzone(wcross_name_goal_prev_prev);
1462 wcross_name_goal_prev_prev = string_null;
1463 wcross_name_changestarttime = 0;
1464 wcross_name_changedonetime = 0;
1465 wcross_name_alpha_goal_prev = 0;
1466 wcross_name_alpha_goal_prev_prev = 0;
1467 wcross_resolution_goal_prev = 0;
1468 wcross_resolution_goal_prev_prev = 0;
1472 if(NextFrameCommand)
1474 localcmd("\n", NextFrameCommand, "\n");
1475 NextFrameCommand = string_null;
1478 // we must do this check AFTER a frame was rendered, or it won't work
1479 if(cs_project_is_b0rked == 0)
1482 w0 = ftos(autocvar_vid_conwidth);
1483 h0 = ftos(autocvar_vid_conheight);
1484 //setproperty(VF_VIEWPORT, '0 0 0', '640 480 0');
1485 //setproperty(VF_FOV, '90 90 0');
1486 setproperty(VF_ORIGIN, '0 0 0');
1487 setproperty(VF_ANGLES, '0 0 0');
1488 setproperty(VF_PERSPECTIVE, 1);
1489 makevectors('0 0 0');
1491 cvar_set("vid_conwidth", "800");
1492 cvar_set("vid_conheight", "600");
1493 v1 = cs_project(v_forward);
1494 cvar_set("vid_conwidth", "640");
1495 cvar_set("vid_conheight", "480");
1496 v2 = cs_project(v_forward);
1498 cs_project_is_b0rked = 1;
1500 cs_project_is_b0rked = -1;
1501 cvar_set("vid_conwidth", w0);
1502 cvar_set("vid_conheight", h0);
1505 if(autocvar__hud_configure)
1508 if(hud && !intermission)
1510 if(hud == HUD_SPIDERBOT)
1512 else if(hud == HUD_WAKIZASHI)
1513 CSQC_WAKIZASHI_HUD();
1514 else if(hud == HUD_RAPTOR)
1516 else if(hud == HUD_BUMBLEBEE)
1518 else if(hud == HUD_BUMBLEBEE_GUN)
1519 CSQC_BUMBLE_GUN_HUD();
1524 // let's reset the view back to normal for the end
1525 setproperty(VF_MIN, '0 0 0');
1526 setproperty(VF_SIZE, '1 0 0' * w + '0 1 0' * h);
1530 void CSQC_common_hud(void)
1532 if(!(gametype == MAPINFO_TYPE_RACE || gametype == MAPINFO_TYPE_CTS))
1533 Accuracy_LoadLevels();
1535 HUD_Main(); // always run these functions for alpha checks
1536 HUD_DrawScoreboard();
1538 if (scoreboard_active) // scoreboard/accuracy
1540 else if (intermission == 2) // map voting screen
1542 HUD_FinaleOverlay();
1553 CSQC_WAKIZASHI_HUD();
1564 // following vectors must be global to allow seamless switching between camera modes
1565 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
1566 void CSQC_Demo_Camera()
1568 float speed, attenuation, dimensions;
1571 if( autocvar_camera_reset || !camera_mode )
1573 camera_offset = '0 0 0';
1574 current_angles = '0 0 0';
1575 camera_direction = '0 0 0';
1576 camera_offset_z += 30;
1577 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
1578 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
1579 current_origin = view_origin;
1580 current_camera_offset = camera_offset;
1581 cvar_set("camera_reset", "0");
1582 camera_mode = CAMERA_CHASE;
1587 mouse_angles_z += camera_roll * autocvar_camera_speed_roll;
1589 if(autocvar_camera_look_player)
1594 dir = normalize(view_origin - current_position);
1596 mouse_angles = vectoangles(dir);
1597 mouse_angles_x = mouse_angles_x * -1;
1602 tmp = getmousepos() * 0.1;
1603 if(vlen(tmp)>autocvar_camera_mouse_threshold)
1605 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
1606 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
1610 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
1611 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
1612 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
1613 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
1615 // Fix difference when angles don't have the same sign
1617 if(mouse_angles_y < -60 && current_angles_y > 60)
1619 if(mouse_angles_y > 60 && current_angles_y < -60)
1622 if(autocvar_camera_look_player)
1623 attenuation = autocvar_camera_look_attenuation;
1625 attenuation = autocvar_camera_speed_attenuation;
1627 attenuation = 1 / max(1, attenuation);
1628 current_angles += (mouse_angles - current_angles + delta) * attenuation;
1630 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
1631 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
1632 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
1633 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
1639 if( camera_direction_x )
1641 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
1642 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
1643 if( autocvar_camera_forward_follows && !autocvar_camera_look_player )
1644 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
1648 if( camera_direction_y )
1650 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
1651 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
1652 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
1656 if( camera_direction_z )
1658 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
1662 if(autocvar_camera_free)
1663 speed = autocvar_camera_speed_free;
1665 speed = autocvar_camera_speed_chase;
1669 speed = speed * sqrt(1 / dimensions);
1670 camera_offset += tmp * speed;
1673 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
1676 if( autocvar_camera_free )
1678 if ( camera_mode == CAMERA_CHASE )
1680 current_camera_offset = current_origin + current_camera_offset;
1681 camera_offset = current_origin + camera_offset;
1684 camera_mode = CAMERA_FREE;
1685 current_position = current_camera_offset;
1689 if ( camera_mode == CAMERA_FREE )
1691 current_origin = view_origin;
1692 camera_offset = camera_offset - current_origin;
1693 current_camera_offset = current_camera_offset - current_origin;
1696 camera_mode = CAMERA_CHASE;
1698 if(autocvar_camera_chase_smoothly)
1699 current_origin += (view_origin - current_origin) * attenuation;
1701 current_origin = view_origin;
1703 current_position = current_origin + current_camera_offset;
1706 setproperty(VF_ANGLES, current_angles);
1707 setproperty(VF_ORIGIN, current_position);